By default only the direct and indirect diffuse rays are seen by GI rays. On the other hand, «hard» caustics emanating from spatially-small but bright direct light sources, for example caustics from a spotlight through a glass of cognac, are currently not possible. The caustics switches in the standard shader mean that you can tell the diffuse GI rays to «see» the mirror reflection, glossy reflection and refraction from the shader of the surfaces that are hit by them. Given that Arnold uses uni-directional path tracing, «soft» caustics originating at glossy surfaces are perfectly possible, as well as caustics coming from big sources of indirect light.
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